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Author SHA1 Message Date
Aga
a9cdee96e0 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	bfs.py
#	main.py
#	screen.py
2023-05-03 23:19:16 +02:00
Aga
8f296005d1 poprawienie bfs, start A* 2023-05-03 23:12:41 +02:00
6 changed files with 741 additions and 171 deletions

201
astar.py Normal file
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@ -0,0 +1,201 @@
from operator import itemgetter
import cart
import copy
from classes import Field
class Istate:
def __init__(self, direction, x, y):
self.direction = direction
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
class Node:
def __init__(self, action, direction, parent, x, y):
self.action = action
self.direction = direction
self.parent = parent
self.x = x
self.y = y
def get_action(self):
return self.action
def set_action(self, action):
self.action = action
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_parent(self):
return self.parent
def set_parent(self, parent):
self.parent = parent
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def fieldCost(T,node):
c = 0
if T[node.x-1][node.y-1].plantType == 1:
c =2
elif T[node.x-1][node.y-1].plantType == 2:
c =5
elif T[node.x-1][node.y-1].plantType == 3:
c =13
elif T[node.x-1][node.y-1].plantType == 4:
c =100000
else:
c=0
if T[node.x-1][node.y-1].isWet == 1:
c = c + 4
else:
c=c+1
return c
def cost(T, node):
cost = 0
while (node.get_parent() != None):
cost = cost + fieldCost(T, node)
node = node.get_parent()
return cost
def f(goaltest, map, node):
return cost(map, node) + heuristic(goaltest, node)
def goal_test(elem,goaltest):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
return False
def graphsearch(explored, f, fringe, goaltest, istate, map, succ): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe.append((node, 0)) # wierzchołki do odwiedzenia z priorytetem
while True:
if not fringe:
return False
elem = fringe.pop(0) # zdejmujemy wierzchołek z kolejki fringe i rozpatrujemy go
temp = copy.copy(elem[0])
if goal_test(elem[0], goaltest) is True: # jeżeli osiągniemy cel w trakcie przeszukiwania grafu wszerz (wjedziemy na pole docelowe) : zwracamy listę ruchów, po których wykonaniu dotrzemy na miejsce
return print_moves(elem[0])
explored.append(elem) # dodajemy wierzchołek do listy wierzchołków odwiedzonych
for (action, state) in succ(temp): # iterujemy po wszystkich możliwych akcjach i stanach otrzymanych dla danego wierzchołka grafu
fringe_tuple = []
fringe_tuple_prio = []
explored_tuple = []
for (x, y) in fringe:
fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
fringe_tuple_prio.append(((x.get_direction(), x.get_x(), x.get_y()), y))
for (x, y) in explored:
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
x = Node(action, state[0], elem[0], state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
p = f(goaltest, map, x) # liczy priorytet
#print('Koszt =', p)
if state not in fringe_tuple and state not in explored_tuple: # jeżeli stan nie znajduje się na fringe oraz nie znajduje się w liście wierzchołków odwiedzonych
fringe.append((x, p)) # dodanie wierzchołka na fringe
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
elif state in fringe_tuple:
i = 0
for (state_prio, r) in fringe_tuple_prio:
if str(state_prio) == str(state):
if r > p:
fringe.insert(i, (x,p)) # zamiana state, który należy do fringe z priorytetem r na state z priorytetem p (niższym)
fringe.pop(i + 1)
fringe = sorted(fringe, key=itemgetter(1)) # sortowanie fringe'a według priorytetu
break
i = i + 1
def heuristic(goaltest, node):
return abs(node.get_x() - goaltest[0]) + abs(node.get_y() - goaltest[1])
def print_moves(elem):
moves_list = []
while (elem.get_parent() != None):
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
return moves_list
def succ(elem):
actions_list = []
temp = copy.copy(elem.get_direction())
if temp == 1:
temp = 4
else:
temp = temp - 1
actions_list.append(("rotate_right", (temp, elem.get_x(), elem.get_y())))
temp = copy.copy(elem.get_direction())
if temp == 4:
temp = 1
else:
temp = temp + 1
actions_list.append(("rotate_left", (temp, elem.get_x(), elem.get_y())))
temp_move_south = elem.get_y() - 1
temp_move_west = elem.get_x() - 1
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_north)))
elif cart.Cart.is_move_allowed_succ(elem) == "y - 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_south)))
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

185
bfs.py
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@ -1,45 +1,156 @@
class BFS:
# Finds a suitable path from point A to point B using Breadth-First-Search Algorithm
def __init__(self, graph, start, goal):
self.graph = graph
self.start = start
self.goal = goal
import sys
import cart
import copy
def solve(self):
print('Start\n\n')
print(self.graph)
print('\n\n')
# keep track of explored nodes
explored = []
# keep track of all paths to be checked
queue = [[self.start]]
class Istate:
def __init__(self, direction, x, y):
self.direction = direction
self.x = x
self.y = y
# return path if start is goal
if self.start == self.goal:
return 'That was easy. Start == Goal'
def get_direction(self):
return self.direction
# keep looping until all possible paths are explored
while queue:
# pop the first path from the queue
path = queue.pop(0)
# get the last node from the path
node = path[-1]
def set_direction(self, direction):
self.direction = direction
if node not in explored:
neighbors = self.graph[node]
# go through all neighbor nodes
# push it into the queue
for neighbor in neighbors:
new_path = list(path)
new_path.append(neighbor)
queue.append(new_path)
def get_x(self):
return self.x
if neighbor == self.goal:
return new_path
def set_x(self, x):
self.x = x
# mark node as explored
explored.append(node)
def get_y(self):
return self.y
# in case there is no path
return "path not accessible"
def set_y(self, y):
self.y = y
class Node:
def __init__(self, action, direction, parent, x, y):
self.action = action
self.direction = direction
self.parent = parent
self.x = x
self.y = y
def get_action(self):
return self.action
def set_action(self, action):
self.action = action
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_parent(self):
return self.parent
def set_parent(self, parent):
self.parent = parent
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def goal_test(goaltest,elem):
if elem.get_x() == goaltest[0] and elem.get_y() == goaltest[1]:
return True
else:
return False
# def graphsearch(explored, fringe, goaltest, istate, succ): # przeszukiwanie grafu wszerz
def graphsearch(explored, fringe, goaltest, istate): # przeszukiwanie grafu wszerz
node = Node(None, istate.get_direction(), None, istate.get_x(), istate.get_y())
fringe = []
#elem = []
explored = []
#action = []
fringe.append(node) # wierzchołki do odwiedzenia
# fringe = [node]
while True:
if not fringe:
return False
elem = fringe.pop(0) # zdejmujemy wierzchołek z kolejki fringe i rozpatrujemy go
temp = copy.copy(elem)
if goal_test(goaltest,
elem) is True: # jeżeli osiągniemy cel w trakcie przeszukiwania grafu wsszerz, zwracamy listę ruchów, po których wykonaniu dotrzemy na miejsce
return print_moves(elem)
explored.append(elem) # dodajemy wierzchołek do listy wierzchołków odwiedzonych
for action, state in succ(temp): # iterujemy po wszystkich możliwych akcjach i stanach otrzymanych dla danego wierzchołka grafu
fringe_tuple = []
explored_tuple = []
for x in fringe:
fringe_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
for x in explored:
explored_tuple.append((x.get_direction(), x.get_x(), x.get_y()))
if state not in fringe_tuple and state not in explored_tuple: # jeżeli stan nie znajduje się na fringe oraz nie znajduje się w liście wierzchołków odwiedzonych
x = Node(action, state[0], elem, state[1], state[2]) # stworzenie nowego wierzchołka, którego rodzicem jest elem
fringe.append(x) # dodanie wierzchołka na fringe
def print_moves(elem):
moves_list = []
while (elem.get_parent() != None):
moves_list.append(elem.get_action())
elem = elem.get_parent()
moves_list.reverse()
return moves_list
def succ(elem):
actions_list = []
temp = copy.copy(elem.get_direction())
if temp == 1:
temp = 4
else:
temp = temp - 1
actions_list.append(("rotate_right", (temp, elem.get_x(), elem.get_y())))
temp = copy.copy(elem.get_direction())
if temp == 4:
temp = 1
else:
temp = temp + 1
actions_list.append(("rotate_left", (temp, elem.get_x(), elem.get_y())))
temp_move_south = elem.get_y() - 1
temp_move_west = elem.get_x() - 1
temp_move_east = elem.get_x() + 1
temp_move_north = elem.get_y() + 1
if cart.Cart.is_move_allowed_succ(elem) == "x + 1":
actions_list.append(("move", (elem.get_direction(), temp_move_east, elem.get_y())))
elif cart.Cart.is_move_allowed_succ(elem) == "y + 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_north)))
elif cart.Cart.is_move_allowed_succ(elem) == "y - 1":
actions_list.append(("move", (elem.get_direction(), elem.get_x(), temp_move_south)))
elif cart.Cart.is_move_allowed_succ(elem) == "x - 1":
actions_list.append(("move", (elem.get_direction(), temp_move_west, elem.get_y())))
return actions_list

77
cart.py Normal file
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@ -0,0 +1,77 @@
import definitions
class Cart:
def __init__(self, direction, x, y):
self.direction = direction # w którą stronę patrzy, zgodnie ze wskazówkami zegara (1 -: godzina 12, 2 : godzina 3, 3 : godzina 6, 4 : godzina 9)
self.x = x
self.y = y
def get_direction(self):
return self.direction
def set_direction(self, direction):
self.direction = direction
def get_x(self):
return self.x
def set_x(self, x):
self.x = x
def get_y(self):
return self.y
def set_y(self, y):
self.y = y
def is_move_allowed(self,
cart_rect): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca prawdę lub fałsz
if self.direction == definitions.CART_DIRECTION_EAST and cart_rect.x + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
return True
elif self.direction == definitions.CART_DIRECTION_SOUTH and cart_rect.y - definitions.BLOCK_SIZE >= 0:
return True
elif self.direction == definitions.CART_DIRECTION_NORTH and cart_rect.y + definitions.BLOCK_SIZE < definitions.HEIGHT_MAP:
return True
elif self.direction == definitions.CART_DIRECTION_WEST and cart_rect.x - definitions.BLOCK_SIZE >= 0:
return True
else:
return False
@staticmethod
def is_move_allowed_succ(
node): # sprawdza czy dany ruch, który chce wykonać wózek jest możliwy, zwraca pozycje po wykonaniu ruchu, wersja node
if node.get_direction() == definitions.CART_DIRECTION_EAST and node.get_x() * definitions.BLOCK_SIZE + definitions.BLOCK_SIZE < definitions.WIDTH_MAP:
return "x + 1"
elif node.get_direction() == definitions.CART_DIRECTION_NORTH and node.get_y() * definitions.BLOCK_SIZE - definitions.BLOCK_SIZE >= 0:
return "y - 1"
elif node.get_direction() == definitions.CART_DIRECTION_SOUTH and node.get_y() * definitions.BLOCK_SIZE + definitions.BLOCK_SIZE < definitions.HEIGHT_MAP:
return "y + 1"
elif node.get_direction() == definitions.CART_DIRECTION_WEST and node.get_x() * definitions.BLOCK_SIZE - definitions.BLOCK_SIZE >= 0:
return "x - 1"
else:
return False
def move(self):
if self.direction == definitions.CART_DIRECTION_EAST:
self.x = self.x + definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_NORTH:
self.y = self.y + definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_SOUTH:
self.y = self.y - definitions.BLOCK_SIZE
elif self.direction == definitions.CART_DIRECTION_WEST:
self.x = self.x - definitions.BLOCK_SIZE
def rotate_right(self):
if self.direction == 1:
self.direction = 4
else:
self.direction = self.direction - 1
def rotate_left(self):
if self.direction == 4:
self.direction = 1
else:
self.direction = self.direction + 1

24
definitions.py Normal file
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@ -0,0 +1,24 @@
# definicje
import os
import pygame
pygame.init()
BLOCK_SIZE = 50
WHEAT_COST = 2
CARROT_COST = 5
CABBAGE_COST = 13
TREE_COST = 100000
DIRT_COST = 1
WET_DIRT_COST = 4
CART_DIRECTION_EAST = 1
CART_DIRECTION_NORTH = 2
CART_DIRECTION_SOUTH = 4
CART_DIRECTION_WEST = 3
HEIGHT_AMOUNT, WIDTH_AMOUNT = 11, 11
HEIGHT_MAP, WIDTH_MAP = BLOCK_SIZE * HEIGHT_AMOUNT, BLOCK_SIZE * WIDTH_AMOUNT
HEIGHT, WIDTH = HEIGHT_MAP + BLOCK_SIZE, WIDTH_MAP
IMAGE_SIZE_NEURAL_NETWORK = 16
WINDOW = pygame.display.set_mode((WIDTH, HEIGHT))

423
main.py
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@ -1,7 +1,10 @@
import pygame
import astar
from classes import Field, Plant, Fertilizer, Player
from bfs import BFS
from bfs import Node
from bfs import Istate, print_moves, succ
from bfs import graphsearch
from board import Grid, Box, Obstacle, getGridBoxes, gridObjects
from screen import SCREEN
@ -39,8 +42,12 @@ boxes = 1
obstacles = 1
# BFS Variables
startNode = 0
goalNode = 0
startNode = Istate( 1,1,1)
goalNode = [1,1]
graph = dict()
pathFound = [] # Store the path in a list box index to draw on later
@ -70,7 +77,7 @@ def generateGraph(row,col):
miniG = {}
for grid in range(len(gridObjects)):
grid += 1 # Synchronize index
mod = grid % col # Used to check the Top and Bottom Grid Boxes
mod = grid % col # Used to check the Top and Bottom Grid Boxes!
gN = grid - 1
gS = grid + 1
gE = grid + col
@ -81,7 +88,6 @@ def generateGraph(row,col):
if grid > col: # Away from the Left Border of the Screen
if grid > (col*row)-col: # You are on the Right Border of the screen - You can't go East
miniG[grid] = [gN, gW]
miniG[grid] = [gN, gW]
else: # Away from the Right Border of the Screen - You can go East
miniG[grid] = [gN, gE, gW]
else: # You are on the Left Edge of the screen - You can't go West
@ -127,119 +133,142 @@ def generateGraph(row,col):
return miniG2
def refreshScreen():
#pygame.display.update()
#SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# -----------------------------
i = 0
while i < len(T):
j = 0
while j < len(T[i]):
#color = (255, 255, 255, 0)
if T[i][j].isWet == 0:
# a = 1
color = (160, 80, 40, 0)
else:
# a = 1
color = (50, 25, 0, 0)
#Covers 'player' on the way
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 2:
SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 3:
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1
i = i + 1
# Render the trees
for obs in obstacleObjects:
obstacleObjects[obs].draw()
for bx in boxObjects:
boxObjects[bx].draw()
i = 0
while i < len(T)+1:
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1)
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
i = i + 1
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
if player.rotation == 180:
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player is seen on the way
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# --------------------------------------
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# # if flip:
# # if flip == True:
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
pygame.display.update()
pygame.time.wait(300)
SCREEN.fill((WHITE))
def drawGraph(pathF):
#Draws the path given the path-list
global Ucelu
print(pathF)
if Ucelu == False:
for grid in pathF:
#print(pathF)
g = gridObjects[grid] # Get the grid-box object mentioned in the path
x = g.x
y = g.y
sx = g.sx
sy = g.sy
a = 0
if (Ucelu == False):
for grid in pathF:
# g = gridObjects[grid] # Get the grid-box object mentioned in the path
# x = g.x
# y = g.y
# sx = g.sx
# sy = g.sy
# a = 0
# pygame.draw.rect(SCREEN, GREEN, pygame.Rect(x, y, sx, sy))
if player.x < (x/50 - 1):
a = 1
if player.x > (x/50 - 1):
a =2
if player.y < (y/50 - 1):
a =3
if player.y > (y/50 - 1):
a =4
if grid == 'rotate_right':
player.rotation = (player.rotation - 90) % 360
if grid == 'rotate_left':
player.rotation = (player.rotation + 90) %360
if a==1:
# player.x = x/50 - 1
player.rotation = 0
if a==2:
# player.x = x/50 - 1
player.rotation = 180
if a==3:
# player.y = y/50 - 1
player.rotation = 270
if a==4:
# player.y = y/50 - 1
player.rotation = 90
#( player.rotation)
refreshScreen()
if grid == 'move':
if player.rotation == 0:
if player.x < 9:
player.x = player.x + 1
if player.rotation == 180:
if player.x > 0:
player.x = player.x - 1
if player.rotation == 270:
if player.y < 9:
player.y = player.y + 1
if player.rotation == 90:
if player.y > 0:
player.y = player.y - 1
#pygame.time.wait(2000)
player.y = y/50 - 1
player.x = x/50 - 1
# if player.x < (x/50 - 1):
# a = 1
# if player.x > (x/50 - 1):
# a =2
# if player.y < (y/50 - 1):
# a =3
# if player.y > (y/50 - 1):
# a =4
#
# if a==1:
# # player.x = x/50 - 1
# player.rotation = 0
# if a==2:
# # player.x = x/50 - 1
# player.rotation = 180
# if a==3:
# # player.y = y/50 - 1
# player.rotation = 270
# if a==4:
# # player.y = y/50 - 1
# player.rotation = 90
refreshScreen()
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# #player is seen on the way
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# pygame.display.update()
# # pygame.time.wait(300)
# player.y = y/50 - 1
# player.x = x/50 - 1
# -----------------------------
i = 0
while i < len(T):
j = 0
while j < len(T[i]):
#color = (255, 255, 255, 0)
if T[i][j].isWet == 0:
# a = 1
color = (160, 80, 40, 0)
else:
# a = 1
color = (50, 25, 0, 0)
#Covers 'player' on the way
pygame.draw.rect(SCREEN, color, pygame.Rect(50 + 50 * i, 50 + 50 * j, 50, 50))
if T[i][j].plantType == 1:
SCREEN.blit(imgWheat, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 2:
SCREEN.blit(imgCarrot, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 3:
SCREEN.blit(imgCabbage, (50 + 50 * i, 50 + 50 * j))
if T[i][j].plantType == 4:
SCREEN.blit(imgTree, (50 + 50 * i, 50 + 50 * j))
j = j + 1
i = i + 1
# Render the trees
for obs in obstacleObjects:
obstacleObjects[obs].draw()
for bx in boxObjects:
boxObjects[bx].draw()
i = 0
while i < len(T)+1:
pygame.draw.line(SCREEN, (0, 0, 0), (50 + i * 50, 50), (50 + i * 50, 50 + len(T) * 50), 1)
pygame.draw.line(SCREEN, (0, 0, 0), (50, 50 + i * 50), (50 + len(T) * 50, 50 + i * 50), 1)
i = i + 1
tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
if player.rotation == 180:
tmpImg = pygame.transform.flip(tmpImg, True, True)
tmpImg = pygame.transform.flip(tmpImg, True, False)
#player is seen on the way
SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
# --------------------------------------
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# # if flip:
# # if flip == True:
# if player.rotation == 180:
# tmpImg = pygame.transform.flip(tmpImg, True, True)
# tmpImg = pygame.transform.flip(tmpImg, True, False)
#
# SCREEN.blit(tmpImg, (55 + 50 * player.x, 55 + 50 * player.y))
pygame.display.update()
pygame.time.wait(300)
SCREEN.fill((WHITE))
# pygame.time.wait(50)
# pygame.draw.rect(SCREEN, WHITE, pygame.Rect(x, y, sx, sy))
Ucelu = True
@ -270,11 +299,10 @@ def eventHandler(kbdObj,mouseObj):
global Ucelu
if event.type == pygame.QUIT:
exit("Thank you for new plants <3")
running = False
if event.type == pygame.KEYDOWN:
pygame.time.wait(DELAY)
if event.key == pygame.K_LEFT:
if player.x > 0:
player.x = player.x - 1
@ -295,7 +323,7 @@ def eventHandler(kbdObj,mouseObj):
player.y = player.y + 1
player.rotation = 270
#start lewo prawo, naprzód
# Aga start lewo prawo, naprzód
if event.key == pygame.K_a:
player.rotation = (player.rotation + 90) % 360
if event.key == pygame.K_d:
@ -314,15 +342,13 @@ def eventHandler(kbdObj,mouseObj):
if player.y > 0:
player.y = player.y - 1
# If Key_f is pressed, set goal node
if kbdObj[pygame.K_f]:
gBox = getGridBoxes(int(len(gridObjects)))
# gBox = getGridBoxes()
x = mouseObj[0]
y = mouseObj[1]
#x = mouseObj[0]
#y = mouseObj[1]
# x = gBox.x
# y = gBox.y
sx = gBox.sx
@ -352,7 +378,20 @@ def eventHandler(kbdObj,mouseObj):
boxes = 1
# goalNode = GRIDX*GRIDX
# goalNode = (10 * (x + 1) + (y + 1) - 10)
goalNode = (10 * (posX/50 ) + (posY/50) - 10)
# goalNode.state = int(10 * (posX/50 ) + (posY/50) - 10)
# goalNode[0] = int((posX/50)
# goalNode[1] = int(posY/50) - 10
goalNode = [int(posX/50), int(posY/50)]
# goalNode = [10,10]
print(' goalNode x=', goalNode[0], 'goalNode y=', goalNode[1])
# pygame.display.update()
# goalNode = (x/sx) * (y/sy)
@ -368,6 +407,24 @@ def eventHandler(kbdObj,mouseObj):
# print(obstacleObjects)
gridObstacle[obs.gridBox] = obstacles
# Delay to avoid multiple spawning of objects
mseX = mouseObj[0]
mseY = mouseObj[1]
for grid in gridObjects:
g = getGridBoxes(grid)
x = g.x
y = g.y
sx = g.sx
sy = g.sy
if mseX > x and mseX < x + sx:
if mseY > y and mseY < y + sy:
posX = x
posY = y
T[int((posX/50)-1)][int((posY/50)-1)].plantType=4
pygame.display.update()
pygame.time.wait(DELAY)
@ -395,7 +452,83 @@ def eventHandler(kbdObj,mouseObj):
# boxes += 1
boxes = 1
startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
if player.rotation == 0:
startNode.direction = 1
elif player.rotation == 90:
startNode.direction = 2
elif player.rotation == 180:
startNode.direction = 3
elif player.rotation == 270:
startNode.direction = 4
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
graph = generateGraph(GRIDY,GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (graphsearch([], [], goalNode, startNode)) # przeszukiwanie grafu wszerz
pathFound = move_list
# pathFound = bfs.graphsearch()
print('akcje które wykonuję by znalezc sie u celu')
print(move_list)
print('\n')
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
# startNode = goalNode
if kbdObj[pygame.K_b]:
Ucelu = False
gBox = getGridBoxes(1)
x = gBox.x
y = gBox.y
sx = gBox.sx
sy = gBox.sy
x = (player.x +1) * 50
y = (player.y +1) * 50
# tmpImg = pygame.transform.rotate(imgPlayer, player.rotation)
# SCREEN.blit(tmpImg, (50 + 50 * player.x, 50 + 50 * player.y))
# pygame.display.update()
#when on it keeps flashing - among others
#bo = Box(x, y, sx, sy, RED)
#boxObjects[boxes] = bo
# boxes += 1
boxes = 1
# startNode.state = (10 * (player.x + 1) + (player.y + 1) - 10)
startNode.x = player.x + 1
startNode.y = player.y + 1
if player.rotation == 0:
startNode.direction = 1
elif player.rotation == 90:
startNode.direction = 2
elif player.rotation == 180:
startNode.direction = 3
elif player.rotation == 270:
startNode.direction = 4
print(' startNode x=', startNode.x, 'startNode y= ', startNode.y, 'startNode direction =', startNode.direction)
# startNode = (((player.x + 1)*10 - 9) * (player.y + 1) )
# startNode = 2
@ -407,39 +540,60 @@ def eventHandler(kbdObj,mouseObj):
#pygame.time.wait(DELAY)
graph = generateGraph(GRIDY,GRIDX)
print(graph)
# if startNode != goalNode:
if startNode.x != goalNode[0] or startNode.y != goalNode[1]:
elem = []
move_list = (astar.graphsearch([], astar.f, [], goalNode, startNode, T, succ)) # przeszukiwanie grafu wszerz
pathFound = move_list
# pathFound = bfs.graphsearch()
print('akcje które wykonuję by znalezc sie u celu')
print(move_list)
print('\n')
if startNode != goalNode:
bfs = BFS(graph, startNode, goalNode)
# print(bfs.solve())
pathFound = bfs.solve()
# else:
# startNode = (10 * (player.x + 1) + (player.y + 1) - 10)
# Ucelu = True
# Delay to avoid multiple spawning of objects
pygame.time.wait(DELAY)
# startNode = goalNode
#With it it keeps going, if without it turns off
# Ucelu = False
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(0,2,1,0,0,0),Field(0,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(0,2,1,0,0,0),Field(0,1,1,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,1,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,1,0,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,3,0,0,0,0),Field(0,3,1,0,0,0),Field(1,2,1,0,0,0),Field(1,1,1,0,0,0),Field(0,1,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,3,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,1,0,0,0,0),Field(0,2,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,3,1,0,0,0),Field(1,2,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)],
[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,1,0,0,0)]]
#T = [[Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,2,1,0,0,0),Field(1,3,0,0,0,0),Field(0,3,0,0,0,0),Field(0,0,1,0,0,0),Field(0,3,0,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,1,0,0,0,0)],
# [Field(0,2,1,0,0,0),Field(0,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(0,2,1,0,0,0),Field(0,1,1,0,0,0),Field(0,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,1,0,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,3,1,0,0,0),Field(0,1,0,0,0,0),Field(0,0,0,0,0,0),Field(1,2,0,0,0,0),Field(1,0,0,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,3,0,0,0,0),Field(0,3,1,0,0,0),Field(1,2,1,0,0,0),Field(1,1,1,0,0,0),Field(0,1,1,0,0,0),Field(0,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,0,1,0,0,0),Field(1,3,0,0,0,0),Field(1,0,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,1,0,0,0,0),Field(0,2,0,0,0,0),Field(0,1,0,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,2,0,0,0,0),Field(0,0,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0),Field(1,0,0,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,0,1,0,0,0),Field(1,3,1,0,0,0),Field(1,2,1,0,0,0),Field(0,0,1,0,0,0),Field(0,0,0,0,0,0),Field(0,1,1,0,0,0),Field(1,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,1,1,0,0,0)],
# [Field(1,0,0,0,0,0),Field(0,2,0,0,0,0),Field(1,1,0,0,0,0),Field(1,0,1,0,0,0),Field(0,2,1,0,0,0),Field(0,3,0,0,0,0),Field(0,0,0,0,0,0),Field(1,0,0,0,0,0),Field(1,2,1,0,0,0),Field(1,2,1,0,0,0)],
# [Field(1,0,1,0,0,0),Field(0,0,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,0,0,0,0),Field(0,1,1,0,0,0),Field(0,0,1,0,0,0),Field(0,1,0,0,0,0),Field(1,1,1,0,0,0),Field(1,0,1,0,0,0),Field(1,0,0,0,0,0)]]
# =========================================================================================
# main
# no i tutaj mamy główna pętlę programu
pygame.init()
@ -505,7 +659,8 @@ while running:
for obs in obstacleObjects:
obstacleObjects[obs].draw()
if startNode != goalNode:
# if startNode.state != goalNode.state:
if startNode.x != goalNode[0] or startNode.y != goalNode[1] :
for bx in boxObjects:
boxObjects[bx].draw()
@ -529,9 +684,11 @@ while running:
label = font.render('f- punkt końcowy, x- drzewa, spacja- uruchomienie', 1, (0, 0, 0))
label1 = font.render('strzałki-ręczne poruszanie traktorem,', 1, (0, 0, 0))
label2 = font.render('a- obrót w lewo, d- w prawo, w-ruch naprzód', 1, (0, 0, 0))
label3 = font.render('b - uruchom A*', 1, (0, 0, 0))
SCREEN.blit(label, (10, 570))
SCREEN.blit(label1, (10, 590))
SCREEN.blit(label2, (10, 610))
SCREEN.blit(label3, (10, 630))
# pygame.display.flip()

View File

@ -1,2 +1,2 @@
import pygame
SCREEN = pygame.display.set_mode([600,650])
SCREEN = pygame.display.set_mode([600,665])